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  • Will C++1x support __stdcall or extern "C" capture-nothing lambdas?

    - by Daniel Trebbien
    Yesterday I was thinking about whether it would be possible to use the convenience of C++1x lambda functions to write callbacks for Windows API functions. For example, what if I wanted to use a lambda as an EnumChildProc with EnumChildWindows? Something like: EnumChildWindows(hTrayWnd, CALLBACK [](HWND hWnd, LPARAM lParam) { // ... return static_cast<BOOL>(TRUE); // continue enumerating }, reinterpret_cast<LPARAM>(&myData)); Another use would be to write extern "C" callbacks for C routines. E.g.: my_class *pRes = static_cast<my_class*>(bsearch(&key, myClassObjectsArr, myClassObjectsArr_size, sizeof(my_class), extern "C" [](const void *pV1, const void *pV2) { const my_class& o1 = *static_cast<const my_class*>(pV1); const my_class& o2 = *static_cast<const my_class*>(pV2); int res; // ... return res; })); Is this possible?

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  • Please , Explain these java code ..?

    - by soma
    I want understand these code before java lab exam especially methode import javax.swing.; import java.util.; import java.text.*; public class EnglishCalendar { public static String[] months = { "January" , "February" , "March", "April" , "May" , "June", "July" , "August" , "September", "October" , "November" , "December" }; public static int days[] = { 31, 28, 31, 30, 31, 30, 31, 31, 30, 31, 30, 31 }; private void showMonth(int m, int y) { int lead_spaces = 0; if (m < 0 || m > 11) { System.out.println("It should be 1 to 12"); } else { System.out.println(); System.out.println(" " + months[m] + " " + y); System.out.println(); GregorianCalendar cal = new GregorianCalendar(y, m, 0); System.out.println("Su Mo Tu We Th Fr Sa "); lead_spaces = cal.get(Calendar.DAY_OF_WEEK); int day_of_month = days[m]; if (cal.isLeapYear(cal.get(Calendar.YEAR)) && m == 1){ day_of_month++;} for (int i = 0; i < lead_spaces; i++) { System.out.print(" "); } for (int i = 1; i <= day_of_month; i++) { if (i < 10) System.out.print(" "); System.out.print(i); if ((lead_spaces + i) % 7 == 0) { System.out.println(); } else { System.out.print(" "); } } System.out.println(); } } private static void doSimpleDateFormat() { Calendar now = Calendar.getInstance(); SimpleDateFormat formatter = new SimpleDateFormat("E yyyy.MM.dd 'at' hh:mm:ss a zzz"); System.out.print(" \n It is now : " + formatter.format(now.getTime())); System.out.println(); } public static void main(String[] args) { String mo = JOptionPane.showInputDialog("Month"); String ye = JOptionPane.showInputDialog("Year"); int mon = new Integer(mo).intValue(); int yea = new Integer(ye).intValue(); EnglishCalendar k = new EnglishCalendar(); k.showMonth(mon - 1 , yea); doSimpleDateFormat(); } }

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  • crashing on iPhone Address API

    - by phil swenson
    Any ideas on why this code would crash (crash location indicated below)? email is a valid NSString*... ([email protected]) +(void)newContactFromEmail:(DetailViewController*)controller email:(NSString*)emailAddress{ ABNewPersonViewController *npvc = [[ABNewPersonViewController alloc] init]; ABRecordRef newPerson = ABPersonCreate(); [self updateEmail:newPerson email:emailAddress]; npvc.displayedPerson = newPerson; npvc.newPersonViewDelegate = controller; [controller.navigationController pushViewController:npvc animated:YES]; } +(void)updateEmail:(ABRecordRef)person email:(NSString*)email{ **crashes Here**---->> ABMutableMultiValueRef multiEmail = ABMultiValueCreateMutableCopy (ABRecordCopyValue(person, kABPersonEmailProperty)); ABMultiValueAddValueAndLabel(multiEmail, email, kABHomeLabel, NULL); ABRecordSetValue(person, kABPersonEmailProperty, multiEmail, nil); CFRelease(multiEmail); }

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  • Creating and releasing objects in the same method, while using self as delegate

    - by user200341
    In objective-c you are responsible for releasing objects you allocate, but what happens when you allocate an object in a method, assign self as the objects delegate, and then release the object. The callbacks from the newly created (and released) object fails at this point, or rather, doesn't happen. - (void)doSomething { MyObj *myObj = [[MyObj alloc] init]; myObj.delegate = self; [myObj performOperation]; [myObj release]; } - (void)callbackMethodFromMyObj:(NSString *)message { NSLog(message); } I can't release the object until the callback has occurred, and I can't avoid releasing the object in the same method that creates it (because it exists outside the scope). One way of doing it would be to pass the object along in the call-back and release it in the callback, but is this the right way to go about this?

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  • What's wrong with this addProximity code?

    - by Pentium10
    I have this code: private void setupProximity() { Intent intent = new Intent(this, viewContacts.class); PendingIntent sender = PendingIntent.getBroadcast(this, 0, intent, 0); LocationUtils.addProximity(this, -37.40, 144.55, 1000, 1000000, sender); } public static void addProximity(Context ctx,double lat, double lon, float rad,long exp, PendingIntent pintent) { LocationManager lm = (LocationManager) ctx.getSystemService(Context.LOCATION_SERVICE); lm.addProximityAlert(lat, lon, rad, exp, pintent); } Why I don't get the class to fire up? I am in the range of the zone.

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  • 1067: Implicit coercion of a value of type theplayclass to an unrelated type main

    - by Minelava
    I need help because I want to create a gameover screen that display score. However, there's an error that prevent me from transferring the score from theplayclass.as to thegameoverclass.as. Are there ways to pass a value to another movieclip without causing any errors. I refer the source code from this website : http://www.emanueleferonato.com/2008/12/17/designing-the-structure-of-a-flash-game-as3-version/ Here's the error C:\Users\xxx\Downloads\Migrate\test\theplayclass.as, Line 54, Column 41 1067: Implicit coercion of a value of type theplayclass to an unrelated type main. main.as package { import flash.display.MovieClip; import flash.events.Event; public class main extends MovieClip { public var playClass:theplayclass; public var gameOverClass:thegameoverclass; public function main() { showWin(); } public function showWin() { playClass = new theplayclass(this); addChild(playClass); } public function showGameOver() { gameOverClass = new thegameoverclass(this); addChild(gameOverClass); removeChild(playClass); playClass = null; } } } theplayclass.as package { import flash.display.MovieClip; import flash.events.*; public class theplayclass extends MovieClip { private var mainClass:main; var gameScore:Number; var gameOverScore:thegameoverclass; public function theplayclass(passedClass:main) { mainClass = passedClass; scoreText.text ="0"; gameScore = 0; win.addEventListener(MouseEvent.CLICK, showwinFunction); next.addEventListener(MouseEvent.CLICK, showgameoverFunction); addEventListener(Event.ADDED_TO_STAGE, addToStage); addEventListener(Event.ENTER_FRAME, changeScore); } public function addToStage(e:Event):void { this.x = 0; this.y = 0; } private function showwinFunction(e:MouseEvent):void { gameScore+=50; } private function changeScore(e:Event):void { scoreText.text =""+gameScore; } public function showgameoverFunction(e:MouseEvent) { mainClass.showGameOver(); gameOverScore = new thegameoverclass(this); gameOverScore.setTextScore(gameScore); } } } thegameoverclass.as package { import flash.display.MovieClip; import flash.events.MouseEvent; import flash.events.*; public class thegameoverclass extends MovieClip { var mainClass:main; var scorePoints:Number; public function thegameoverclass(passedClass:main) { mainClass = passedClass; finalScore.text = "test"; } public function setTextScore(textToSet:Number) { finalScore.text = ""+scorePoints; } } }

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  • C# drawing and invalidating 2 lines to meet

    - by BlueMonster
    If i have 2 lines on a page as such: e.Graphics.DrawLine(blackPen, w, h, h, w); e.Graphics.DrawLine(blackPen, w2, h2, h2, w2); how would i animate the first line to reach the second line's position? I have the following method which calculates the distance between two points (i'm assuming i would use this?) public int Distance2D(int x1, int y1, int x2, int y2) { // ______________________ //d = &#8730; (x2-x1)^2 + (y2-y1)^2 // //Our end result int result = 0; //Take x2-x1, then square it double part1 = Math.Pow((x2 - x1), 2); //Take y2-y1, then sqaure it double part2 = Math.Pow((y2 - y1), 2); //Add both of the parts together double underRadical = part1 + part2; //Get the square root of the parts result = (int)Math.Sqrt(underRadical); //Return our result return result; } How would i re-draw the line (on a timer) to reach the second line's position? I've looked a lot into XAML (story-boarding) and such - but i want to know how to do this on my own. Any ideas? I know i would need a method which runs in a loop re-drawing the line after moving the position a tid bit. I would have to call Invalidate() in order to make the line appear as though it's moving... but how would i do this? how would i move that line slowly over to the other line? I'm pretty sure i'd have to use double buffering if i'm doing this as well... as such: SetStyle(ControlStyles.DoubleBuffer | ControlStyles.AllPaintingInWmPaint | ControlStyles.UserPaint, true); This doesn't quiet work, i'm not quiet sure how to fix it. Any ideas? protected override void OnPaint(PaintEventArgs e) { Distance2D(w, h, w2, h2); if (w2 != w && h2 != h) { e.Graphics.DrawLine(blackPen, (w * (int)frame), (h * (int)frame), (h * (int)frame), (w * (int)frame)); e.Graphics.DrawLine(blackPen, w2, h2, h2, w2); } else { t.Abort(); } base.OnPaint(e); } public void MoveLine() { for (int i = 0; i < 126; i++) { frame += .02; Invalidate(); Thread.Sleep(30); } } private void button1_Click(object sender, EventArgs e) { t = new Thread(new ThreadStart(MoveLine)); t.Start(); }

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  • Pointer to another classs as a property

    - by arjacsoh
    Why I receive an error when I try to create a property to another class through a pointer like that: #ifndef SQUARE_H #define SQUARE_H #include <string> //using namespace std; #include "Player.h" class Square { public: Square(int); void process(); protected: int ID; Player* PlayerOn; <--- }; #endif and the Player class is : #ifndef PLAYER_H #define PLAYER_H #include <string> //using namespace std; #include "Square.h" class Player { public: Player(int,int); // ~Player(void); int playDice(); private: int ID; int money; }; #endif I receive: syntax error missing ; before * (on the declaration of Player* PlayerOn;) and missing type specifier (on the same line...)

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  • unrecognized selector sent to instance while trying to add an object to a mutable array

    - by madpoet
    I'm following the "Your Second iOS App" and I decided to play with the code to understand Objective C well... What I'm trying to do is simply adding an object to a mutable array in a class. Here are the classes: BirdSighting.h #import <Foundation/Foundation.h> @interface BirdSighting : NSObject @property (nonatomic, copy) NSString *name; @property (nonatomic, copy) NSString *location; @property (nonatomic, copy) NSDate *date; -(id) initWithName: (NSString *) name location:(NSString *) location date:(NSDate *) date; @end BirdSighting.m #import "BirdSighting.h" @implementation BirdSighting -(id) initWithName:(NSString *)name location:(NSString *)location date:(NSDate *)date { self = [super init]; if(self) { _name = name; _location = location; _date = date; return self; } return nil; } @end BirdSightingDataController.h #import <Foundation/Foundation.h> @class BirdSighting; @interface BirdSightingDataController : NSObject @property (nonatomic, copy) NSMutableArray *masterBirdSightingList; - (NSUInteger) countOfList; - (BirdSighting *) objectInListAtIndex: (NSUInteger) theIndex; - (void) addBirdSightingWithSighting: (BirdSighting *) sighting; @end BirdSightingDataController.m #import "BirdSightingDataController.h" @implementation BirdSightingDataController - (id) init { if(self = [super init]) { NSMutableArray *sightingList = [[NSMutableArray alloc] init]; self.masterBirdSightingList = sightingList; return self; } return nil; } -(NSUInteger) countOfList { return [self.masterBirdSightingList count]; } - (BirdSighting *) objectInListAtIndex: (NSUInteger) theIndex { return [self.masterBirdSightingList objectAtIndex:theIndex]; } - (void) addBirdSightingWithSighting: (BirdSighting *) sighting { [self.masterBirdSightingList addObject:sighting]; } @end And this is where I'm trying to add a BirdSighting instance to the mutable array: #import "BirdsMasterViewController.h" #import "BirdsDetailViewController.h" #import "BirdSightingDataController.h" #import "BirdSighting.h" @implementation BirdsMasterViewController - (void)awakeFromNib { [super awakeFromNib]; BirdSightingDataController *dataController = [[BirdSightingDataController alloc] init]; NSDate *date = [NSDate date]; BirdSighting *sighting = [[[BirdSighting alloc] init] initWithName:@"Ebabil" location:@"Ankara" date: date]; [dataController addBirdSightingWithSighting: sighting]; NSLog(@"dataController: %@", dataController.masterBirdSightingList); self.dataController = dataController; } .......... @end It throws NSInvalidArgumentException in BirdSightingDataController addBirdSightingWithSighting method... What am I doing wrong?

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  • Interface with generic parameters- can't get it to compile

    - by user997112
    I have an interface like so: public interface MyInterface<E extends Something1> { public void meth1(MyClass1<E> x); } and I have a subclass whose superclass implements the above interface: public class MyClass2<E extends Something1> extends Superclass{ public MyClass2(){ } public void meth1(MyClass1 x) { // TODO Auto-generated method stub } } superclass: public abstract class Superclass<E extends Something1> implements MyInterface{ MyClass1<E> x; protected E y; public Superclass(){ } } the problem is that the parameter for meth1() is supposed to be generic. If I do MyClass1 it doesn't like it and the only way I can get it to compile is by leaving out generic parameters- which feels wrong. What's going wrong?

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  • What is the best design to this class?

    - by HPT
    assume this class: public class Logger { static TextWriter fs = null; public Logger(string path) { fs = File.CreateText(path); } public static void Log(Exception ex) { ///do logging } public static void Log(string text) { ///do logging } } and I have to use this like: Logger log = new Logger(path); and then use Logger.Log() to log what I want. the question is: is this a good design? to instantiate a class and then always call it's static method? any suggestion yield in better design is appreciated.

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  • c++ when to put method out side the class

    - by user63898
    i saw that some times in c++ applications using only namespace declarations with header and source file like this : #ifndef _UT_ #define _UT_ #include <string> #include <windows.h> namespace UT { void setRootPath(char* program_path, char* file_path); char * ConvertStringToCharP(std::string str); }; #endif //and then in UT.cpp #include "UT.h" namespace UT { char * ConvertStringToCharP(std::string str) { char * writable = new char[str.size() + 1]; std::copy(str.begin(), str.end(), writable); writable[str.size()] = '\0'; return writable; } void setRootPath(char* program_path, char* file_path) { //... } } is it better then defining classic class with static methods? or just simple class ? dose this method has something better for the compiler linker ? the methods in this namespace are called allot of times .

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  • Sending tweets using Android

    - by Saranya.R
    I want to send a tweet from Android.I have executed the following code.But I am not bale to send any tweets.Avtually the button I created is not working.Can anybody tel me wats the prob? This is my code.. package samplecode.sampleapp.sampletwidgitpublicintent; import android.app.Activity; import android.content.ActivityNotFoundException; import android.content.Intent; import android.os.Bundle; import android.view.View; import android.view.View.OnClickListener; import android.widget.Button; import android.os.Bundle; public class TwidgitPublicIntent extends Activity implements OnClickListener { private static final int TWIDGIT_REQUEST_CODE = 2564; /** Called when the activity is first created. */ @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.main); ((Button)findViewById(R.id.tweet_button)).setOnClickListener(this); ((Button)findViewById(R.id.mention_button)).setOnClickListener(this); ((Button)findViewById(R.id.retweet_button)).setOnClickListener(this); ((Button)findViewById(R.id.message_button)).setOnClickListener(this); } public void onClick(View v) { switch(v.getId()) { case R.id.tweet_button: // Standard tweet Intent tIntent = new Intent("com.disretrospect.twidgit.TWEET"); tIntent.putExtra("com.disretrospect.twidgit.extras.MESSAGE", "_message_in_here_"); try { this.startActivityForResult(tIntent, TWIDGIT_REQUEST_CODE); } catch (ActivityNotFoundException e) { // If Twidgit is not installed } break; case R.id.mention_button: // Mention Intent mIntent = new Intent("com.disretrospect.twidgit.MENTION"); mIntent.putExtra("com.disretrospect.twidgit.extras.TO", "_username_to_xmention_"); mIntent.putExtra("com.disretrospect.twidgit.extras.MESSAGE", "_message_in_here_"); try { this.startActivityForResult(mIntent, TWIDGIT_REQUEST_CODE); } catch (ActivityNotFoundException e) { // If Twidgit is not installed } break; case R.id.retweet_button: // Retweet a tweet Intent rtIntent = new Intent("com.disretrospect.twidgit.RETWEET"); rtIntent.putExtra("com.disretrospect.twidgit.extras.MESSAGE", "_message_in_here_"); rtIntent.putExtra("com.disretrospect.twidgit.extras.VIA", "_original_author_of_tweet_name_"); try { this.startActivityForResult(rtIntent, TWIDGIT_REQUEST_CODE); } catch (ActivityNotFoundException e) { // If Twidgit is not installed } break; case R.id.message_button: // Send DM Intent dmIntent = new Intent("com.disretrospect.twidgit.DIRECT_MESSAGE"); dmIntent.putExtra("com.disretrospect.twidgit.extras.TO", "_username_to_send_dm_to_"); dmIntent.putExtra("com.disretrospect.twidgit.extras.MESSAGE", "_message_in_here_"); try { this.startActivityForResult(dmIntent, TWIDGIT_REQUEST_CODE); } catch (ActivityNotFoundException e) { // If Twidgit is not installed } break; } } @Override protected void onActivityResult(int requestCode, int resultCode, Intent data) { super.onActivityResult(requestCode, resultCode, data); // Check result code if(resultCode == Activity.RESULT_OK) { // Check requestCode switch(requestCode) { case TWIDGIT_REQUEST_CODE: // Handle successful return break; } } else if(resultCode == Activity.RESULT_CANCELED){ // Handle canceled activity } } }

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  • Check if a type is an instantiation of a template

    - by Pedro Lacerda
    I have structs like struct RGBA (T) {/* ... */} struct BMPFile (DataT) if (is(DataT == RGBA)) {/* ... */} But is(DataT == RGBA) cannot work because DataT is a type and RGBA is a template. Instead I need check if a type is an instantiation of a template in order to declare file like BMPFile!(RGBA!ushort) file; In a comment @FeepingCreature showed struct RGBA(T) { alias void isRGBAStruct; } struct BMPFile (DataT) if (is(DataT.isRGBAStruct)) {} Although to be working I have no tips on alias void isRGBAStruct.

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  • How would I implement code in a .h file into the main.cpp file?

    - by Lea
    I have a c++ project I am working on. I am a little stumped at the moment. I need a little help. I need to implement code from the .h file into the main.cpp file and I am not sure how to do that. For example code code from main.cpp: switch (choice){ case 1: // open an account { cout << "Please enter the opening balence: $ "; cin >> openBal; cout << endl; cout << "Please enter the account number: "; cin >> accountNum; cout << endl; break; } case 2:// check an account { cout << "Please enter the account number: "; cin >> accountNum; cout << endl; break; } and code from the .h file: void display(ostream& out) const; // displays every item in this list through out bool retrieve(elemType& item) const; // retrieves item from this list // returns true if item is present in this list and // element in this list is copied to item // false otherwise // transformers void insert(const elemType& item); // inserts item into this list // preconditions: list is not full and // item not present in this list // postcondition: item is in this list In the .h file you would need to use the void insert under transformer in the main.cpp under case 1. How would you do that? Any help is apprecaited. I hope I didn't confuse anyone on what I am needing to know how to do. Thanks

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  • Navigationcontroller, why isnt this working?

    - by f0rz
    Hi ! Why wont this work? View1 loads View2. In view2: - (void) goToView { View3 *plainText = [[Tabview_testViewController alloc] initWithNibName:@"View3" bundle:nil]; [self.navigationController pushViewController:plainText animated: NO]; [plainText release]; } - (void)viewDidLoad { [self goToView]; [super viewDidLoad]; } This will not trigger navigationController to pushView, but if I add a button and setAction (goToView) it works perfectly. What kind of problem do I missing here? Regards

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  • Browser not handling exception from AJAX panel, ASP.NET c#

    - by Grant
    Hi, i am having trouble catching errors in an AJAX panel. Even when i throw an exception in the c# code behind the front end completely ignores it. Here is the code i have setup, can anyone see why? I ideally want to show a js alert window on error. Code Behind: protected void btnX_Click(object sender, EventArgs e) { throw new ApplicationException("test"); } protected void ScriptManager_AsyncPostBackError(object sender, AsyncPostBackErrorEventArgs e) { ScriptManager.AsyncPostBackErrorMessage = e.Exception.Message; } Markup: <script type="text/javascript" language="javascript"> Sys.WebForms.PageRequestManager.getInstance().add_endRequest(EndRequestHandler); function EndRequestHandler(sender, e) { window.alert(e.get_error().name); } </script> <asp:ScriptManager ID="ScriptManager" runat="server" AllowCustomErrorsRedirect="true" OnAsyncPostBackError="ScriptManager_AsyncPostBackError" />

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  • Help with code optimization

    - by Ockonal
    Hello, I've written a little particle system for my 2d-application. Here is raining code: // HPP ----------------------------------- struct Data { float x, y, x_speed, y_speed; int timeout; Data(); }; std::vector<Data> mData; bool mFirstTime; void processDrops(float windPower, int i); // CPP ----------------------------------- Data::Data() : x(rand()%ScreenResolutionX), y(0) , x_speed(0), y_speed(0), timeout(rand()%130) { } void Rain::processDrops(float windPower, int i) { int posX = rand() % mWindowWidth; mData[i].x = posX; mData[i].x_speed = WindPower*0.1; // WindPower is float mData[i].y_speed = Gravity*0.1; // Gravity is 9.8 * 19.2 // If that is first time, process drops randomly with window height if (mFirstTime) { mData[i].timeout = 0; mData[i].y = rand() % mWindowHeight; } else { mData[i].timeout = rand() % 130; mData[i].y = 0; } } void update(float windPower, float elapsed) { // If this is first time - create array with new Data structure objects if (mFirstTime) { for (int i=0; i < mMaxObjects; ++i) { mData.push_back(Data()); processDrops(windPower, i); } mFirstTime = false; } for (int i=0; i < mMaxObjects; i++) { // Sleep until uptime > 0 (To make drops fall with randomly timeout) if (mData[i].timeout > 0) { mData[i].timeout--; } else { // Find new x/y positions mData[i].x += mData[i].x_speed * elapsed; mData[i].y += mData[i].y_speed * elapsed; // Find new speeds mData[i].x_speed += windPower * elapsed; mData[i].y_speed += Gravity * elapsed; // Drawing here ... // If drop has been falled out of the screen if (mData[i].y > mWindowHeight) processDrops(windPower, i); } } } So the main idea is: I have some structure which consist of drop position, speed. I have a function for processing drops at some index in the vector-array. Now if that's first time of running I'm making array with max size and process it in cycle. But this code works slower that all another I have. Please, help me to optimize it. I tried to replace all int with uint16_t but I think it doesn't matter.

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  • Is there anything wrong with my texture loading method ?

    - by José Joel.
    I'm a noob in openGL and trying to learn as much as possible. I'm using this method to load my openGL textures, loading every .png as RGBA4444. I'm doing anything incorrect ? - (void)loadTexture:(NSString*)nombre { CGImageRef textureImage =[UIImage imageWithContentsOfFile:[[NSBundle mainBundle] pathForResource:nombre ofType:nil]].CGImage; if (textureImage == nil) { NSLog(@"Failed to load texture image"); return; } textureWidth = NextPowerOfTwo(CGImageGetWidth(textureImage)); textureHeight = NextPowerOfTwo(CGImageGetHeight(textureImage)); imageSizeX= CGImageGetWidth(textureImage); imageSizeY= CGImageGetHeight(textureImage); GLubyte *textureData = (GLubyte *)calloc(1,textureWidth * textureHeight * 4); // Por 4 pues cada pixel necesita 4 bytes, RGBA CGContextRef textureContext = CGBitmapContextCreate(textureData, textureWidth,textureHeight,8, textureWidth * 4,CGImageGetColorSpace(textureImage),kCGImageAlphaPremultipliedLast ); CGContextDrawImage(textureContext, CGRectMake(0.0, 0.0, (float)textureWidth, (float)textureHeight), textureImage); //Convert "RRRRRRRRRGGGGGGGGBBBBBBBBAAAAAAAA" to "RRRRGGGGBBBBAAAA" void *tempData = malloc(textureWidth * textureHeight * 2); unsigned int* inPixel32 = (unsigned int*)textureData; unsigned short* outPixel16 = (unsigned short*)tempData; for(int i = 0; i < textureWidth * textureHeight ; ++i, ++inPixel32) *outPixel16++ = ((((*inPixel32 >> 0) & 0xFF) >> 4) << 12) | // R ((((*inPixel32 >> 8) & 0xFF) >> 4) << 8) | // G ((((*inPixel32 >> 16) & 0xFF) >> 4) << 4) | // B ((((*inPixel32 >> 24) & 0xFF) >> 4) << 0); // A free(textureData); textureData = tempData; CGContextRelease(textureContext); glGenTextures(1, &textures[0]); glBindTexture(GL_TEXTURE_2D, textures[0]); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, textureWidth, textureHeight, 0, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4 , textureData); free(textureData); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); } And this is my dealloc method: - (void)dealloc { glDeleteTextures(1,textures); [super dealloc]; }

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  • Linkage Error with Inherited Class

    - by metdos
    I have static library and another program which uses it. In the static library If I define header without inheretence it works fine. class TcpCommunication On the other hand If I use inheretence with a QT class, class TcpCommunication:public QTcpServer I'm getting linkage error when I compiling code which uses this static library. >MStoDKAPId.lib(TcpCommunication.obj) : error LNK2019: unresolved external symbol "__declspec(dllimport) public: virtual __thiscall QTcpServer::~QTcpServer(void)" (__imp_??1QTcpServer@@UAE@XZ) referenced in function "public: virtual __thiscall TcpCommunication::~TcpCommunication(void)" (??1TcpCommunication@@UAE@XZ) What can be the problem? Thanks.

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  • How to mock static member variables

    - by pkrish
    I have a class ClassToTest which has a dependency on ClassToMock. public class ClassToMock { private static final String MEMBER_1 = FileReader.readMemeber1(); protected void someMethod() { ... } } The unit test case for ClassToTest. public class ClassToTestTest { private ClassToMock _mock; @Before public void setUp() throws Exception { _mock = mock(ClassToMock.class) } } When mock is called in the setUp() method, FileReader.readMemeber1(); is executed. Is there a way to avoid this? I think one way is to initialize the MEMBER_1 inside a method. Any other alternatives? Thanks!

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  • How to properly dispose of an object

    - by VoodooChild
    Hi Guys, I am experiencing something weird and have a workaround already, but I don't think I understood it well. If I call the Method below numerous times within a class: public void Method() { Foo a = new Foo(); a.Delegate1Handler = ViewSomething(); } So I am reinitializing "a" every time but for some reason a.Delegate1Handler is still around from the previous initialization, and therefore ViewSomething() is called again and again and again.... I feel like I am forgetting something critical here? Foo's guts look like: public delegate void Delegate1(T t); public Delegate1 Delegate1Handler { get; set; }

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  • C++: incorrect swapping of nodes in linked list

    - by Dragon
    I have 2 simple structures: struct Address { char city[255]; }; typedef Address* AddressPtr; struct Person { char fullName[255]; Address* address; Person* next; }; typedef Person* PersonPtr; The Person structure forms the Linked list where new elements are added to the beginning of the list. What I want to do is to sort them by fullName. At first I tried to swap links, but I lost the beginning of the list and as a result my list was sorted partially. Then I decided to sort list by swapping the values of nodes. But I get strange results. For a list with names: Test3, Test2, Test1, I get Test3, Test3, Test3. Here is my sorting code: void sortByName(PersonPtr& head) { TaskPtr currentNode, nextNode; for(currentNode = head; currentNode->next != NULL; currentNode = currentNode->next) { for(nextNode = currentNode->next; nextNode != NULL; nextNode = nextNode->next) { if(strcmp(currentNode->fullName, nextNode->fullName) > 0) { swapNodes(currentNode, nextNode); } } } } void swapNodes(PersonPtr& node1, PersonPtr& node2) { PersonPtr temp_node = node2; strcpy(node2->fullName, node1->fullName); strcpy(node1->fullName, temp_node->fullName); strcpy(node2->address->city, node1->address->city); strcpy(node1->address->city, temp_node->address->city); } After the sorting completion, nodes values are a little bit strange. UPDATED This is how I swapped links void swapNodes(PersonPtr& node1, PersonPtr& node2) { PersonPtr temp_person; AddressPtr temp_address; temp_person = node2; node2 = node1; node1 = temp_person; temp_address = node2->address; node2->address = node1->address; node1->address = temp_address; }

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  • Dropdown binding and postbacks - ASP.NET

    - by DotnetDude
    I have a rather complex page. The ASPX page loads a user control which in turn loads a child User control. Parent Control protected override void OnInit(EventArgs e) { //Loads child control } In the child user control, I use custom control that inherits from System.Web.UI.HtmlControls.HtmlSelect ASCX: <cust:CustDropDownList id="ctlDdl" runat="server"/> ASCX.CS protected void Page_Load(object sender, EventArgs e) { //Binds CtlDdl here } When the user clicks on the Save button, the controls get user controls get dynamically reloaded, but Iose the value the user has selected in the dropdown. I run into the chicken and egg problem here. I think I need to bind the ctlDdl only on if its not a postback, but that results in the dropdown not getting populated. If I bind it everytime, then i lose user's selection EDIT: Can someone respond to my comment to Jonathan's answer? Thanks

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